QuakeCon is behind us now, but the news is still resonating. Two key points to emerge from the event, and the lips of CEO John Carmack include id's decidedly strong support behind the iPhone (which is still kind of weird being that it's Apple) where he revealed the studio would be creating three lines of id releases which include "classic", "role-playing" and finally "exclusive". This means you'll be seeing original titles such as Wolf 3D in the classic line, a Wolfenstein RPG in the role-playing line and all-new IP in the exclusive line.
The other key point sees id's new bank balance, as invested by Zenimax, allowing them to craft three specific internal teams
only dedicated to crafting Triple A titles. Say what you will about their games of late, but it really seems like they're stepping up their game for the coming generation.
Posted 12:35pm 17/8/09
Tripe A indeed!
Posted 12:41pm 17/8/09
Posted 12:42pm 17/8/09
Posted 01:16pm 17/8/09
They do the majority of their programming and design on Macs.
Posted 02:32pm 17/8/09
On the flipside, what's -not- weird is that they're supporting Apple platforms. id have been releasing games on the Mac ever since I can remember.
Posted 04:36pm 17/8/09
Posted 04:40pm 17/8/09
Posted 05:26pm 17/8/09
Posted 05:26pm 17/8/09
Eh, more games for my phone? I'll take em, no time to play em tho!
Posted 05:26pm 17/8/09
Posted 05:30pm 17/8/09
Posted 06:04pm 17/8/09
Posted 06:50pm 17/8/09
Posted 07:38am 18/8/09
you missed the point. it's not about mobile development, it's about, why make it iphone exclusive? the winmo market is not unconsiderable either.
Posted 07:44am 18/8/09
why make any games exclusive?
Posted 08:06am 18/8/09
Here's two:
1. Each phone is different to develop on then WinMo which is different to Palm etc. To do more phones, is really just doing new versions.
2. Many other phones (particularly your winmo example) dont have a substantive market for selling applications. Combine this with point 1, and you have to show that the cost of making each additional version will be recouped.
These are the same reasons that Linux has no games.
Posted 08:44am 18/8/09
Android will shortly have an app store, if its not up already, and most people who dont want an iphone, seem to be relatively into android based phones. Though i have no figures for comparisons.
I know palm and other such have their own OS's, but i'd have thought that for the most part, the winmo market would be a fairly viable one.
most console exclusives come with dump trucks full of cash. I'm not sure mobile developers get the same consideration.
I dunno, just seems an odd choice to me. If id have been able to release concurrent mac/pc versions of their desktop games, i would've thought handhelds would be similar.
Posted 08:49am 18/8/09
The App Store has been much more successful at bringing mobile apps (iPhone apps that is) to the limelight. Before the App Store, getting apps for mobiles was a pretty mediocre experience and often you couldn't find much decent stuff other than some games and maybe opera browser (this comes from using various Nokias and Motorolas). You seem to underestimate how commercially viable the App Store has become.
Posted 08:57am 18/8/09
I wasn't saying its not possible, I was trying to say that iPhone is really the only phone with a sizable market for 3rd party games. If Android or whatever actually gains a lot of users buying stuff, then I'm sure you will see games turn up.
In that I dont thinkthey are iPhone "exclusive", there's just (currently) no other handset worth bothering with due to the lack of a market to sell the product to.
Mac and PC are actually far more similar to develop for than mobile phones, if you decide upfront to support both platforms its not much extra work to do so.
Posted 09:14am 18/8/09
Precisely. A lot of code libraries and APIs are cross-platform (the most obvious being OpenGL). A large portion of game code has almost nothing to do with the platform its actually running on due to this. OpenGL 2.0 code on Mac will work the same on PC (as far as I can tell).
Posted 09:14am 18/8/09
The iPhone has a standard OS and hardware environment - at worst id need to develop and test against 3 versions of the phone, and a single version of the OS. The phone also has decent 3D hardware and standard control mechanisms.
There are a good number of iPhones out there and a centralised, controlled application distribution network exists. Piracy seems to be relatively low, and the price point of most iPhone software doesn't make it that appealing to jailbreak the device just to get free shit.
Developing games on the iPhone seems more like console development than anything else. At the moment the competition doesn't present as appealing a platform to develop games on imo, but no doubt they are working on it.
Posted 09:43am 18/8/09
+1 to this - to be honest the question "why iPhone exclusive" to me makes more sense in the context of say, why not release on PSP? Instead of why not WinMo.